// *************************************************************************************************
//
// MK3D Engine
// --------------------------------------
// Copyright (C) 2007-2011 Zeb (mailto: zebbey@gmail.com)
//
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
//
// *************************************************************************************************

#ifndef __H_MK_PP_BLOOM__
#define __H_MK_PP_BLOOM__

#include "mk_post_processor.h"
#include "mk_render_target.h"

namespace MK3DE
{
	class CShader;
	class CRenderTarget;
	class CRenderInput;
	class CHardwareBuffer;
	class CTexture2D;

	class MK3DE_API CPostProcessorBloom : public CPostProcessor
	{
	public:
		CPostProcessorBloom();
		~CPostProcessorBloom();

	public:
		/** internal method */
		BOOL ApplyEffect(CRenderTarget* source, CRenderTarget* dest);
		BOOL OnDeviceLost();

		CTexture2D* GetBrightPassTexture() { return _brightPassRT->GetRenderTargetTexture(); }
		CTexture2D* GetBloomTexture(int idx) { return _bloomRT[idx]->GetRenderTargetTexture(); }

	private:
		BOOL __Create();
		void __GetSampleOffsetsDownScale3x3(DWORD width, DWORD height);
		void __GetSampleOffsets_Bloom(DWORD dwD3DTexSize, D3DXVECTOR2* avSampleOffsets, D3DXVECTOR4* avColorWeight, float fDeviation, float fMultiplier, BOOL bVertical);
		BOOL __BrightPass(CRenderTarget* source);
		BOOL __BloomPass();
		BOOL __FinalPass(CRenderTarget* source, CRenderTarget* dest);
		BOOL __DrawQuad(float width, float height);

	private:
		CRenderTarget* _brightPassRT;
		CRenderTarget* _bloomRT[2];
		D3DXVECTOR2 _brightPassSampleOffsets[16];
		D3DXVECTOR2 _bloomSampleOffsetsV[16];
		D3DXVECTOR4 _bloomSampleWeightsV[16];
		D3DXVECTOR2 _bloomSampleOffsetsH[16];
		D3DXVECTOR4 _bloomSampleWeightsH[16];
		CShader* _shader;
		CHardwareBuffer* _vbQuad2D;
		CRenderInput* _renderInput;
	};
};

#endif // __H_MK_PP_BLOOM__